diff --git a/src/p_local.h b/src/p_local.h index b5793d835..8729ada1a 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -432,7 +432,7 @@ void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance, void P_DelSector_List(); void P_DelSeclist(msecnode_t *); // phares 3/16/98 msecnode_t* P_DelSecnode(msecnode_t *); -void P_CreateSecNodeList(AActor*,fixed_t,fixed_t); // phares 3/14/98 +void P_CreateSecNodeList(AActor*); // phares 3/14/98 double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98 double P_GetFriction(const AActor *mo, double *frictionfactor); bool Check_Sides(AActor *, int, int); // phares diff --git a/src/p_map.cpp b/src/p_map.cpp index ee3d443e8..6c3f965ab 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -678,7 +678,7 @@ static int LineIsBelow(line_t *line, AActor *actor) // // // PIT_CheckLine -// Adjusts tmfloorz and tm_f_ceilingz() as lines are contacted +// Adjusts tmfloorz and tmceilingz as lines are contacted // // //========================================================================== @@ -2593,7 +2593,7 @@ void FSlide::HitSlideLine(line_t* ld) moveangle = tmmove.Angle(); // prevents sudden path reversal due to rounding error | // phares - moveangle += 3600/65536.*65536.; // Boom added 10 to the angle_t here. + moveangle += 3600/65536.*65536.; // Boom added 10 to the angle here. deltaangle = ::deltaangle(lineangle, moveangle); // V movelen = tmmove.Length(); @@ -2820,7 +2820,7 @@ retry: } // fudge a bit to make sure it doesn't hit - bestSlidefrac -= FRACUNIT / 32; + bestSlidefrac -= 1. / 32; if (bestSlidefrac > 0) { newpos = tryp * bestSlidefrac; @@ -3037,13 +3037,13 @@ bool FSlide::BounceTraverse(const DVector2 &start, const DVector2 &end) } if (!(li->flags&ML_TWOSIDED) || !li->backsector) { - if (P_PointOnLineSide(slidemo->_f_X(), slidemo->_f_Y(), li)) + if (P_PointOnLineSide(slidemo->Pos(), li)) continue; // don't hit the back side goto bounceblocking; } - P_LineOpening(open, slidemo, li, it._f_InterceptPoint(in)); // set openrange, opentop, openbottom + P_LineOpening(open, slidemo, li, it.InterceptPoint(in)); // set openrange, opentop, openbottom if (open.range < slidemo->Height) goto bounceblocking; // doesn't fit @@ -3215,7 +3215,7 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop) { DAngle angle = BlockingMobj->AngleTo(mo) + ((pr_bounce() % 16) - 8); double speed = mo->VelXYToSpeed() * mo->wallbouncefactor; // [GZ] was 0.75, using wallbouncefactor seems more consistent - mo->Angles.Yaw = ANGLE2DBL(angle); + mo->Angles.Yaw = angle; mo->VelFromAngle(speed); mo->PlayBounceSound(true); if (mo->BounceFlags & BOUNCE_UseBounceState) @@ -4366,7 +4366,7 @@ void P_TraceBleed(int damage, const DVector3 &pos, AActor *actor, DAngle angle, double cosp = bleedpitch.Cos(); DVector3 vdir = DVector3(cosp * bleedang.Cos(), cosp * bleedang.Sin(), -bleedpitch.Sin()); - if (Trace(pos, actor->Sector, vdir, 172 * FRACUNIT, 0, ML_BLOCKEVERYTHING, actor, bleedtrace, TRACE_NoSky)) + if (Trace(pos, actor->Sector, vdir, 172, 0, ML_BLOCKEVERYTHING, actor, bleedtrace, TRACE_NoSky)) { if (bleedtrace.HitType == TRACE_HitWall) { @@ -4619,7 +4619,7 @@ void P_RailAttack(FRailParams *p) if (bleed) { P_SpawnBlood(hitpos, hitangle, newdam > 0 ? newdam : p->damage, hitactor); - P_TraceBleed(newdam > 0 ? newdam : p->damage, hitpos, hitactor, hitangle, ANGLE2DBL(pitch)); + P_TraceBleed(newdam > 0 ? newdam : p->damage, hitpos, hitactor, hitangle, pitch); } } @@ -5059,7 +5059,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo while ((it.Next(&cres))) { AActor *thing = cres.thing; - // Vulnerable actors can be damaged by _f_radius() attacks even if not shootable + // Vulnerable actors can be damaged by radius attacks even if not shootable // Used to emulate MBF's vulnerability of non-missile bouncers to explosions. if (!((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE))) continue; @@ -6122,7 +6122,7 @@ void P_DelSeclist(msecnode_t *node) // //============================================================================= -void P_CreateSecNodeList(AActor *thing, fixed_t x, fixed_t y) +void P_CreateSecNodeList(AActor *thing) { msecnode_t *node; @@ -6138,19 +6138,13 @@ void P_CreateSecNodeList(AActor *thing, fixed_t x, fixed_t y) node = node->m_tnext; } - FBoundingBox box(thing->_f_X(), thing->_f_Y(), thing->_f_radius()); + FBoundingBox box(thing->X(), thing->Y(), thing->radius); FBlockLinesIterator it(box); line_t *ld; while ((ld = it.Next())) { - if (box.Right() <= ld->bbox[BOXLEFT] || - box.Left() >= ld->bbox[BOXRIGHT] || - box.Top() <= ld->bbox[BOXBOTTOM] || - box.Bottom() >= ld->bbox[BOXTOP]) - continue; - - if (box.BoxOnLineSide(ld) != -1) + if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1) continue; // This line crosses through the object. diff --git a/src/p_maputl.cpp b/src/p_maputl.cpp index 638943e2b..d58ecd975 100644 --- a/src/p_maputl.cpp +++ b/src/p_maputl.cpp @@ -505,7 +505,7 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector) // When a node is deleted, its sector links (the links starting // at sector_t->touching_thinglist) are broken. When a node is // added, new sector links are created. - P_CreateSecNodeList(this, _f_X(), _f_Y()); + P_CreateSecNodeList(this); touching_sectorlist = sector_list; // Attach to thing sector_list = NULL; // clear for next time }